TimP
02-13-2005, 05:00 PM
Hello,
Here is my attempt to create Berserkers for Christopher's Ancient Ice (http://www.burningwheel.org/forum/viewtopic.php?t=936)campaign.
My real world source material is from here (http://www.florilegium.org/files/NORSE/Berserkergang-art.html).
Any comments and/or criticism are welcome, especially in regards to reducing the sheer bloat of this thing. :D
Thanks,
Tim
_______________________________________
These lifepaths fall within the Outcast sub-setting.
Name: Baresark
Time: 5 years
Resources: 10
Stat: +1P
Leads: Hirdmenn, Thrall, Karl
Skills: 6pts; Berserkergang, Drinking, Intimidation, Mysteries of Odin*, Looting*, Sword, Axe, Shield Training, Brawling
Traits: 2pts; Hint of Madness, Fearless, It's Better to Burn Out than to Fade Away
Baresark requires one previous lifepath as a warrior.
Hint of Madness
Berserkers are more than a bit crazy. Character trait.
It's Better to Burn Out than to Fade Away
Does this need explanation? Character Trait.
__________________________________________________ _
Name: Skin-changer
Time: 4 years
Resources: 5
Stat: +1P
Leads: Hirdmenn, Thrall, Karl
Skills: 4pts; Wolf or Bear-wise, Hunting, Berserkergang, Drinking, Intimidation, Brawling
Traits: 2pts; Eyes of Yellow, Like a Beast; Hungry Like the Wolf; Heart of the Beast
Skin-changer requires Baresark.
Eyes of Yellow, Like a Beast
The eyes are the window to the soul. Character Trait.
Hungry Like the Wolf
Skin-changers have a voracious appetite for red meat, even when in human form. Character Trait.
Required Equipment: Ignari, Wolf or Bear Skin
_____________________________________________
Berserkergang
Those initiated into the ways of the Berserk may learn this skill. It takes a number of volleys of biting your shield, gnashing your teeth, yelling, and generally working yourself into a state of madness equal to the Ob achieved on a Berserkergang test to willingly enter Berserk state. A Berserker may be forced to go Berserk if he takes wounds in combat that cause him to make a Steel check. If the Steel check results in hesitation the Berserker must make a Berserkergang test.
Berserks eschew armor, only wearing wolf or bear skins, which are leather equivalent and cover the head and torso (if you are lenient). Berserks fight nude, baby!
Berserks attack the nearest being indiscriminately once combat has been initiated. A Will test meeting or exceeding the Ob achieved upon entering Berserk state must be passed to ignore a potential target, friend, enemy, horse, or groundhog. Effects of the Berserkergang test are inclusive and cumulative.
Free with Skill: Son of Odin. May only fight in aggressive stance.
Ob2: Numb. Ignore obstacle penalty from Superficial wounds.
Ob3: Face of Madness. Enemies facing the wrath of a Berserk must make a Steel check upon first contact.
Ob4: Feel no pain. Ignore Steel tests for losing a die to wounds while berserk.
Ob5: Seeing Red. Ignore obstacle penalty from Midi wounds.
Ob6: Strength of the Beast. Power is shifted by +2 dice for the duration.
Ob7: Fury guides my arm. May ignore obstacle penalty from Traumatic wounds.
Ob8: Fylgja. Achieves a spirit form of pure rage. May not be harmed by normal weapons.
It requires a Will test equal to the Successes achieved upon entering Berserk state to return to a normal state of being. Unconsciousness will also take a character out of Berserk state. Upon return to normal the Berserk immediately feels the effects of all wounds as well as a severe though temporary weakness from expending the energy required to go Berserk. This weakness reduces all stats, attributes, and skills by the Ob achieved when entering Berserk state. The recovery time is 24 hours, reduced by 10% per additional success achieved on the Will test for return to normalcy.
______________________________________________
Heart of the Beast: Lifepath Trait
When the Olgari peoples arrived in Iselheim the first of the strange peoples they found in this new land were the Kree. The Rootmen of the Kree taught the great Berserk, Agnar Gudmundson, the rituals of the Heart of the Beast. From Agnar and his scions, this closely guarded secret has passed down through the generations and slowly spread among the Berserker cults.
A Heart of the Beast initiate must slay a wolf or bear with an Ignari, a sharp curved dagger ensorcelled by a Kreeish Rootman. The Ignari is a powerful heirloom, looked upon as both curse and boon. The initiate must choose one type of beast, and may never take another. He then eats the beast’s still beating heart and wears its skin, thereby consuming its soul. Thereafter, the character with Heart of the Beast may shape change at will, taking the form of the beast that he has devoured.
The character must have the skin of the beast he has slain to assume its form and gain the advantages of its soul. One with Heart of the Beast will go to any lengths to recover the skin if it is stolen.
For the rest of his life, a character with Heart of the Beast struggles with the animal soul he has consumed. He will slowly lose his humanity, finding it ever more difficult to return to human form. His mortal soul is in danger, and most initiates either die in battle or eventually surrender to the beast within. These fearsome once-human creatures lurk in dark woods on the edges of civilization, finding their selves strangely drawn to human villages. They are the stuff of nightmare: man-eaters and boogeymen. A Berserk with Heart of the Beast who has lost his soul is removed from player control, to become a plague upon his people.
Taking wolf or bear form applies the following ‘template’ to the human form’s stats, derived from wolf normal vs. human normal and bear normal vs. human normal:
Heart of the Bear:
Wi: +0d
Pe: +1d
Ag: +0d
Sp: +1d
Po: +4d
Fo: +3d
Health, Reflexes, Movement Rates, and Mortal Wound are re-figured for the animal form. Steel is unchanged from human form. Skills known as a human may be used as ForKs to animal skills, when appropriate. The gift of speech is lost when in animal form.
Traits: Massive Stature, Tough, Omnivore, Sweet-tooth, Clawed, Keen Smell, Fanged, Loner
Skills: Savage Maul B7, Intimidation B6, Hunting B4, Foraging B6
Heart of the Wolf:
Wi: -1d
Pe: +1d
Ag: +2d
Sp: +1d
Po: +0d
Fo: +0d
Health, Reflexes, Movement Rates, and Mortal Wound are re-figured for the animal form. Steel is unchanged from human form. Skills known as a human may be used as ForKs to animal skills, when appropriate. The gift of speech is lost when in animal form.
Traits: Crushing Jaws, Deep Fur, Lupine Form, Long-Legged, Wolf’s Eyes, Wolf’s Snout, Woodland Ear
Skills: Brawling B5, Stealthy B5, Tracking B5, Howling B3, Begging B3, Hunting B4, Scavenging B4.
Special: Locking Bite, Charging on Four Legs
Assuming the Form
The character must be wearing the skin of the animal whose soul he consumed. It is an Ob3 Will test to take the animal form.
As per Berserkergang, if the character takes wounds in combat that result in a Steel check and the Steel check results in hesitation the character is overtaken by madness and must immediately take animal form: no Will test required. In addition, the character goes Berserk with all that entails. Time to complete the shapechange is 1 exchange + the time required to go Berserk.
The character reverts to human form if wounds taken while in animal form or if the exhaustion of coming out of Berserk state results in unconsciousness. This does not apply if the character has Lost His Soul.
To return from beast state to human state otherwise requires a Will test with the obstacle equal to the character’s current Loss of Humanity attribute.
Loss of Humanity
Loss of Humanity is an attribute, much like Elven Grief and advances in the same way.
A character with the Heart of the Beast trait starts with Loss of Humanity equal to the number of years spent in the Beastman lifepath.
Obstacle 1 Loss of Humanity
Staying in animal form for more than 1 day
Obstacle 2 Loss of Humanity
Engaging in combat while in animal form
Obstacle 3 Loss of Humanity
Eating another beast while in animal form
Obstacle 4 Loss of Humanity
Killing a human while in animal form
Obstacle 5 Loss of Humanity
Going Berserk while in animal form, Killing an innocent, Mating with an animal
Obstacle 6 Loss of Humanity
Killing a Human while Berserk and in animal form
Obstacle 7 Loss of Humanity
Killing your Liege, Fathering a litter of pups/cubs
Obstacle 8 Loss of Humanity
Eating a Human
Obstacle 9 Loss of Humanity
Killing of Kin
Obstacle 10 Loss of Humanity
Eating of Kin
A character whose Loss of Humanity exceeds an exponent of 10 has lost his soul to the beast within and spends the rest of his days as an insane beast. The character is removed from player control.
Mitigating Loss of Humanity
Skills (mostly social in nature) that reaffirm the character’s humanity may help to mitigate the effects of Loss of Humanity. Examples include, but are not necessarily limited to: Drinking, Dancing, Etiquette, Law, Painting, Poetry, Pottery, Rhetoric, and Singing. These types of skills work in the same way as Laments. Use them in a logical manner.
Some major life events may also help even to the extent of dropping the Loss of Humanity attribute by a full point: Fathering a legitimate child. Marrying. Being taken into service by a Lord, Entering the priesthood are some examples.
If the character, by some chance, is able to reduce his Loss of Humanity attribute to zero The Heart of the Beast is lost forever.
edit 2/14/2005: Changed Beastman to Skin-changer. Added Hungry Like the Wolf and It's Better to Burn Out than to Fade Away traits. Added Mating with another animal and Fathering a Litter of Pups/Cubs to LoH Obs.
edit 2/23/2005 changed special berserkergang effects and obs
Here is my attempt to create Berserkers for Christopher's Ancient Ice (http://www.burningwheel.org/forum/viewtopic.php?t=936)campaign.
My real world source material is from here (http://www.florilegium.org/files/NORSE/Berserkergang-art.html).
Any comments and/or criticism are welcome, especially in regards to reducing the sheer bloat of this thing. :D
Thanks,
Tim
_______________________________________
These lifepaths fall within the Outcast sub-setting.
Name: Baresark
Time: 5 years
Resources: 10
Stat: +1P
Leads: Hirdmenn, Thrall, Karl
Skills: 6pts; Berserkergang, Drinking, Intimidation, Mysteries of Odin*, Looting*, Sword, Axe, Shield Training, Brawling
Traits: 2pts; Hint of Madness, Fearless, It's Better to Burn Out than to Fade Away
Baresark requires one previous lifepath as a warrior.
Hint of Madness
Berserkers are more than a bit crazy. Character trait.
It's Better to Burn Out than to Fade Away
Does this need explanation? Character Trait.
__________________________________________________ _
Name: Skin-changer
Time: 4 years
Resources: 5
Stat: +1P
Leads: Hirdmenn, Thrall, Karl
Skills: 4pts; Wolf or Bear-wise, Hunting, Berserkergang, Drinking, Intimidation, Brawling
Traits: 2pts; Eyes of Yellow, Like a Beast; Hungry Like the Wolf; Heart of the Beast
Skin-changer requires Baresark.
Eyes of Yellow, Like a Beast
The eyes are the window to the soul. Character Trait.
Hungry Like the Wolf
Skin-changers have a voracious appetite for red meat, even when in human form. Character Trait.
Required Equipment: Ignari, Wolf or Bear Skin
_____________________________________________
Berserkergang
Those initiated into the ways of the Berserk may learn this skill. It takes a number of volleys of biting your shield, gnashing your teeth, yelling, and generally working yourself into a state of madness equal to the Ob achieved on a Berserkergang test to willingly enter Berserk state. A Berserker may be forced to go Berserk if he takes wounds in combat that cause him to make a Steel check. If the Steel check results in hesitation the Berserker must make a Berserkergang test.
Berserks eschew armor, only wearing wolf or bear skins, which are leather equivalent and cover the head and torso (if you are lenient). Berserks fight nude, baby!
Berserks attack the nearest being indiscriminately once combat has been initiated. A Will test meeting or exceeding the Ob achieved upon entering Berserk state must be passed to ignore a potential target, friend, enemy, horse, or groundhog. Effects of the Berserkergang test are inclusive and cumulative.
Free with Skill: Son of Odin. May only fight in aggressive stance.
Ob2: Numb. Ignore obstacle penalty from Superficial wounds.
Ob3: Face of Madness. Enemies facing the wrath of a Berserk must make a Steel check upon first contact.
Ob4: Feel no pain. Ignore Steel tests for losing a die to wounds while berserk.
Ob5: Seeing Red. Ignore obstacle penalty from Midi wounds.
Ob6: Strength of the Beast. Power is shifted by +2 dice for the duration.
Ob7: Fury guides my arm. May ignore obstacle penalty from Traumatic wounds.
Ob8: Fylgja. Achieves a spirit form of pure rage. May not be harmed by normal weapons.
It requires a Will test equal to the Successes achieved upon entering Berserk state to return to a normal state of being. Unconsciousness will also take a character out of Berserk state. Upon return to normal the Berserk immediately feels the effects of all wounds as well as a severe though temporary weakness from expending the energy required to go Berserk. This weakness reduces all stats, attributes, and skills by the Ob achieved when entering Berserk state. The recovery time is 24 hours, reduced by 10% per additional success achieved on the Will test for return to normalcy.
______________________________________________
Heart of the Beast: Lifepath Trait
When the Olgari peoples arrived in Iselheim the first of the strange peoples they found in this new land were the Kree. The Rootmen of the Kree taught the great Berserk, Agnar Gudmundson, the rituals of the Heart of the Beast. From Agnar and his scions, this closely guarded secret has passed down through the generations and slowly spread among the Berserker cults.
A Heart of the Beast initiate must slay a wolf or bear with an Ignari, a sharp curved dagger ensorcelled by a Kreeish Rootman. The Ignari is a powerful heirloom, looked upon as both curse and boon. The initiate must choose one type of beast, and may never take another. He then eats the beast’s still beating heart and wears its skin, thereby consuming its soul. Thereafter, the character with Heart of the Beast may shape change at will, taking the form of the beast that he has devoured.
The character must have the skin of the beast he has slain to assume its form and gain the advantages of its soul. One with Heart of the Beast will go to any lengths to recover the skin if it is stolen.
For the rest of his life, a character with Heart of the Beast struggles with the animal soul he has consumed. He will slowly lose his humanity, finding it ever more difficult to return to human form. His mortal soul is in danger, and most initiates either die in battle or eventually surrender to the beast within. These fearsome once-human creatures lurk in dark woods on the edges of civilization, finding their selves strangely drawn to human villages. They are the stuff of nightmare: man-eaters and boogeymen. A Berserk with Heart of the Beast who has lost his soul is removed from player control, to become a plague upon his people.
Taking wolf or bear form applies the following ‘template’ to the human form’s stats, derived from wolf normal vs. human normal and bear normal vs. human normal:
Heart of the Bear:
Wi: +0d
Pe: +1d
Ag: +0d
Sp: +1d
Po: +4d
Fo: +3d
Health, Reflexes, Movement Rates, and Mortal Wound are re-figured for the animal form. Steel is unchanged from human form. Skills known as a human may be used as ForKs to animal skills, when appropriate. The gift of speech is lost when in animal form.
Traits: Massive Stature, Tough, Omnivore, Sweet-tooth, Clawed, Keen Smell, Fanged, Loner
Skills: Savage Maul B7, Intimidation B6, Hunting B4, Foraging B6
Heart of the Wolf:
Wi: -1d
Pe: +1d
Ag: +2d
Sp: +1d
Po: +0d
Fo: +0d
Health, Reflexes, Movement Rates, and Mortal Wound are re-figured for the animal form. Steel is unchanged from human form. Skills known as a human may be used as ForKs to animal skills, when appropriate. The gift of speech is lost when in animal form.
Traits: Crushing Jaws, Deep Fur, Lupine Form, Long-Legged, Wolf’s Eyes, Wolf’s Snout, Woodland Ear
Skills: Brawling B5, Stealthy B5, Tracking B5, Howling B3, Begging B3, Hunting B4, Scavenging B4.
Special: Locking Bite, Charging on Four Legs
Assuming the Form
The character must be wearing the skin of the animal whose soul he consumed. It is an Ob3 Will test to take the animal form.
As per Berserkergang, if the character takes wounds in combat that result in a Steel check and the Steel check results in hesitation the character is overtaken by madness and must immediately take animal form: no Will test required. In addition, the character goes Berserk with all that entails. Time to complete the shapechange is 1 exchange + the time required to go Berserk.
The character reverts to human form if wounds taken while in animal form or if the exhaustion of coming out of Berserk state results in unconsciousness. This does not apply if the character has Lost His Soul.
To return from beast state to human state otherwise requires a Will test with the obstacle equal to the character’s current Loss of Humanity attribute.
Loss of Humanity
Loss of Humanity is an attribute, much like Elven Grief and advances in the same way.
A character with the Heart of the Beast trait starts with Loss of Humanity equal to the number of years spent in the Beastman lifepath.
Obstacle 1 Loss of Humanity
Staying in animal form for more than 1 day
Obstacle 2 Loss of Humanity
Engaging in combat while in animal form
Obstacle 3 Loss of Humanity
Eating another beast while in animal form
Obstacle 4 Loss of Humanity
Killing a human while in animal form
Obstacle 5 Loss of Humanity
Going Berserk while in animal form, Killing an innocent, Mating with an animal
Obstacle 6 Loss of Humanity
Killing a Human while Berserk and in animal form
Obstacle 7 Loss of Humanity
Killing your Liege, Fathering a litter of pups/cubs
Obstacle 8 Loss of Humanity
Eating a Human
Obstacle 9 Loss of Humanity
Killing of Kin
Obstacle 10 Loss of Humanity
Eating of Kin
A character whose Loss of Humanity exceeds an exponent of 10 has lost his soul to the beast within and spends the rest of his days as an insane beast. The character is removed from player control.
Mitigating Loss of Humanity
Skills (mostly social in nature) that reaffirm the character’s humanity may help to mitigate the effects of Loss of Humanity. Examples include, but are not necessarily limited to: Drinking, Dancing, Etiquette, Law, Painting, Poetry, Pottery, Rhetoric, and Singing. These types of skills work in the same way as Laments. Use them in a logical manner.
Some major life events may also help even to the extent of dropping the Loss of Humanity attribute by a full point: Fathering a legitimate child. Marrying. Being taken into service by a Lord, Entering the priesthood are some examples.
If the character, by some chance, is able to reduce his Loss of Humanity attribute to zero The Heart of the Beast is lost forever.
edit 2/14/2005: Changed Beastman to Skin-changer. Added Hungry Like the Wolf and It's Better to Burn Out than to Fade Away traits. Added Mating with another animal and Fathering a Litter of Pups/Cubs to LoH Obs.
edit 2/23/2005 changed special berserkergang effects and obs